
public class Player_DoNothing : PlayerState
{
    public Player_DoNothing(PlayerController agent, string animName) : base(agent, animName)
    {
    }

    public override void Enter()
    {
        agent.animator.Play(animHash, 1);
    }

    public override void LogicalUpdate()
    {
        if(agent.FSM_0.CurState is Player_Down_Idle && agent.IsTryPunch)
        {
            agent.FSM_1.ChangeState(typeof(Player_Punch));
        }
    }
}
